Brady Severns - 12:01am Feb 9, 2002 PST (#77 of 77) Tonight our group played a 6-player Historical setup game using Standard Rules. Because I arrived late to the game, I played Japan. Kevin Dunn, the most experienced player at our table, drew France. Eric, Chris, and Bill, all new players, drew Russia, Britain, and Austria-Hungary/Europe. Tim, a player who had played on a couple occasions, drew Germany. The game started at 8 p.m. with a finishing time of 11 p.m. At our table, we incorporate some house rules that have worked well for us so far: 1. The game starts with a production phase for all players in the historical setup scenarios. Players starting the game with a country whose total PP score is under 30 have a base of 30 throughout the game until they can raise their score. This allows the opportunity to build a factory or new city to generate income and introduce new units. Japan and Russia, while still weak, at least get off the starting blocks. 2. Japan ignores the 1 turn grace period when declaring war. They may attack immediately on the turn they declare war on another player. 3. Resource chits may developed for 3x their value rather than the standard 30 for all chits. Valueless chits may not be developed. Everyone had played two turns and were entering the production phase when I arrived. Everyone expanded along predictable lines with Russias taking the Far East provinces and the usual Western European noodling in Africa. Britain started scarfing additional territory around India. I was told to quickly perform my pre-game production phase and first two turns: I built 3 explorers and landed them in China (a hard nut 12), Korea (4 with 6pp resource marker), and Manchuria(7). Korea and Manchuria came to Japan's banner. For my second production phase I developed Korea and took another explorer!?! The next two turns saw Britain take an early lead (not unusual). Russia and I agreed to take him down a peg if he was still ahead at the end of the next production cycle. I picked up Thailand and discovered another 6pp marker. I moved my ship to the west side of Thailand and awaited developments. Russia had a large army and stationed it in the Urals. Thanks to the rail pieces, this kept her forces within striking distance of any point in her empire. Britain developed her regions and built up her navy. Britain and Austria built small forces and developed new holdings. Britain even took the 12 piece in China through Diplomacy! Germany loaded a boat with explorers and went looking for new allies and territory. On the next phase, Britain was still ahead and I had my meager forces forward. I moved my ship to the west coast of Thailand. Defensive against encroachment by Britain yet within striking distance of the dwindling prizes in Africa. I developed the 6pp chit Annam and added an infantryman. Players joked I should be developing more quickly-- but there was a danger to that from my perspective: building structures merely seemed to fatten me, since my army was too small to fight. Building forces would make me look overly aggressive, I had no infrastructure to defend and Britain and Russia both had prize territory. The key was to look like too much trouble to attack for not enough gain. The the slow development... More expansion and positioning by the other powers. I'm low on the PP totem at 32. Everyone else is past 50 and a couple approach 100. However, France emerges as the new leader. However, Britain is still high on the list and CHina is weakly held. Asking before striking, Britain agrees to accede China in exchange for non-agression for three turns. I agree. The next turn I ask France about their interests in Annam. France has trouble brewing in the West and Annam is her sole possession in Asia: "It's yours. But I make ask for a favor." Builds: I build a ship in the Sea of Japan. Low key for now, important strategically for the present and the future. With two ships, I now have the capability to lift my (small) forces to any point in the Pacific! So, without loss, Japan enters the 7th turn with Southeast Asia, China, Manchuria, and Korea under her belt. Enough mixed units sit astride China as to make taking any neighboring province held by Japan a risky venture. During the next two turns, I take my west coast Thailand ship and with my last diplomat pick up Arabia (9) and Madasgascar (9 with a 8pp resource) on some lucky rolls. The isolated positions, scarcity of enemy forces, and high native factor didn't arouse much more interest than "you can have it... for now." Actaully, they would now be easy to snatch, but as the trailing player, no one would gain anything of immediate value until I placed ports or cities on them. The next production phase I build a pair of engineers. Britain and France surge over 100 pps. Britain begins the development of Australia as a third base in case of a European or Asian war. Russia is a powerhouse with 95 and creates a huge army. Austria matches her with 97. Germany is comparatively low with 79 but builds troops in response. I'm still at 32. Everyones force's are where they wish to be, but Britain is overdeveloped for the size of her forces. France rattles sabers at Britain, who soon takes Germany as an ally. On turn 10, I positionmy fleets in the South China Sea. Russia moves before Britain and stands pat. France and the other powers jockey. On turn 11, the storm breaks, Russia declares war on Britain and invades Kashmir! France declcares war on her turn and runs her 2 Mediterranean ships into the Black Sea with Austria's permission (AH controls the Bosporus/Dardenelles) Austria begins moving on British possesions in Africa. Germany moves to block Russian aggression and takes Lithuania and the Ukraine. As the last player, I rush a 1 Cav, 1 Arty, and 1 infantry to the the Northern Territory! After booting the lone infantryman, I take a city with 6pp resource marker as a prize, rendering the train in the Southern Territory mute. My My last builds for the game 4 infantry and a Cavalryman. 1 Cav and an infantryman are built in the Australian city. The remaining infantry assist the 2 Inf and 1 Cav piece in China. Britains world crumbles on turns 11 and 12, but not without a fight: several African colonies are attacked but a couple resist the aggressors, mostly Austrians. Russia moves the mass of her Army to Moscow and attacks India directly with the remaining thirs. Germany bounces off Moscow on her first turn but snatches AustraHungary on her second! Frances builds a massive fleet with her money and takes the North Sea on T11. On T12 she takes the British Isles. Luckily I move last. On turn 11, I take Western Australia. On turn 12, as the last player, I do the end-of-game gambit and try for Southern Territory (bounced), Buryat with a factory and 8 resource marker (taken) and Kazakhstan with a city and 8 resource marker (also taken). Applying the Standard rules formula for winning, Austria-Hungary won with 218 points, thanks mainly to her African and unmolested Pacific holdings. France and Russia finish a tight second and third with 197 and 196 respectively. Japan finishes respectable fourth with 172. Britain and Germany nearly tie for last with 118 and 117 respectively. A couple bystanders wondered what the ranks would be if the victory point value of the starting positions were subtracted from the final scores. The result: Britain finishes last with 0. Russia is 5th with 44. Germany is 4th with 60. Austria comes in 3rd with 93. France closes in 2nd with 111. But tiny Japan, with holdings across asia and toeholds in the Middle East, Africa, and Australia comes in 1st with 144! Of course, the explosion in Japans position came with the last 2-3 turns of the game. And admittedly through treachery. An overwhelming alliance had formed against Britain, who wasn't even in first, and only Germany had any reason to take her side. My invlovement in the alliance was originally as a balancing to Britains eastern power, but when the event occurred, it was clearly a well-timed and purely opportunistic grab at Australia. On the last possible play of the last turn, Japan had to turn on her neighbor and whole-game ally, Russia, for the final grab at two provinces, which swung the pendulum away from Russia and towards Japan by 51(!) points. Of course, were it not for the chaotic end-game do-or-die assault, Japan's score would not be so hight. SHe could not afford to turn on her allies and hope to live. Russia was in a very strong position to throw out anyone who came over her borders. The only thing that allowed Japan her quick victories were coming last in the random turn order for two straight turns. Overall, our table had a great time. Three new players walked away with favorable impressions of the game. And several onlookers were drawn in by the twists of fate at the end and the resulting battles that produced some unexpected results. So far, almost all of our games have been like that: hard contests that begin with careful build strategies and end with a clash of the titans! Brady